mirror of https://github.com/mosra/magnum.git
Tree:
0cae7874a4
apple-crashy-msaa-default-framebuffer
audio-import
catastrophic-cross
chainsaw-surgery
dpi-change-events
euler-xxx
findsdl-include-root
gltestlib-symbol-duplication
gpu-preference
inverted-ranges
ktx1-detection
master
meshdata-cereal-killer
mousecapture
multiwindow
next
sceneconverter
scenedata-optimizations
simd
vectorfields
zerocopy
snapshot-2013-08
snapshot-2013-10
snapshot-2014-01
snapshot-2014-01-compatibility
snapshot-2014-06
snapshot-2014-06-compatibility
snapshot-2015-05
snapshot-2015-05-compatibility
v2013.08
v2013.10
v2014.01
v2014.06
v2015.05
v2018.02
v2018.04
v2018.10
v2019.01
v2019.10
v2020.06
${ noResults }
2 Commits (0cae7874a4bc073d86a589f4ca8ef6e20fde7ede)
| Author | SHA1 | Message | Date |
|---|---|---|---|
|
|
209cdbcd05 |
TextureTools: make distanceField() work better on bad/old shader compilers.
The nested for loop is a big problem. Worked around this by putting a
fixed upper bound and some `break`s. This might result in the code
being slower on desktop drivers, needs to be redone from scratch later
by generating the code directly.
Even this minor change caused Mesa drivers to output a slightly
different file. Test output is verbatim below:
============================================================================
FAIL [1] test() at
../src/Magnum/TextureTools/Test/DistanceFieldGLTest.cpp on line 107
Images actualOutputImage and
Utility::Directory::join(DISTANCEFIELDGLTEST_FILES_DIR, "output.tga")
have both max and mean delta above threshold, actual 1/0.000488281 but
at most 0/0 expected. Delta image:
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| M |
| |
| |
| M |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
Pixels above max/mean threshold:
[16,41] Vector(175), expected Vector(174) (Δ = 1)
[46,35] Vector(175), expected Vector(174) (Δ = 1)
|
8 years ago |
|
|
c983068fcc |
TextureTools: initial test for distanceField().
Fully passes only on desktop and ES3 (Mesa), expecting minor differences onother GPUs. ES2 is slightly broken and needs fixing; doesn't even compile on WebGL 1 and causes a serious GPU stall on WebGL 2 -- in both causes caused by the unbounded nested loops. Rendering doesn't work on WebGL 1 at the moment, since luminance formats are not renderable. And for a RGBA output format I would need some utility to get rid of the extra channels in order to pass the comparison. Lots of work to do here. |
8 years ago |